Tile root pixmap in the glx backend

In X, background pixmap is tiled (meaning they are repeated to filled
the window) by default. So, in the glx backend, we mimic this behavior
by binding the background pixmap of the root window (aka, the wallpaper)
to texture that repeats.

Fixes #107

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-02-08 21:48:39 +00:00
parent 5fffb6f3f6
commit edb8b38eef
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
4 changed files with 21 additions and 15 deletions

View File

@ -103,8 +103,8 @@ void log_add_target(struct log *l, struct log_target *tgt) {
l->head = tgt;
}
/// Remove a previously added log target for a log struct. If the log target was never
/// added, nothing happens.
/// Remove a previously added log target for a log struct, and destroy it. If the log
/// target was never added, nothing happens.
void log_remove_target(struct log *l, struct log_target *tgt) {
struct log_target *now = l->head, **prev = &l->head;
while (now) {

View File

@ -496,7 +496,7 @@ glx_load_prog_main(session_t *ps,
*/
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap,
unsigned width, unsigned height, const struct glx_fbconfig_info *fbcfg) {
unsigned width, unsigned height, bool repeat, const struct glx_fbconfig_info *fbcfg) {
if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID)
return true;
@ -604,8 +604,13 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap,
glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (repeat) {
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
} else {
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(ptex->target, 0);

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@ -101,7 +101,7 @@ glx_load_prog_main(session_t *ps,
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap,
unsigned width, unsigned height, const struct glx_fbconfig_info *);
unsigned width, unsigned height, bool repeat, const struct glx_fbconfig_info *);
void
glx_release_pixmap(session_t *ps, glx_texture_t *ptex);

View File

@ -35,8 +35,9 @@
/**
* Bind texture in paint_t if we are using GLX backend.
*/
static inline bool paint_bind_tex(session_t *ps, paint_t *ppaint, unsigned wid, unsigned hei,
int depth, xcb_visualid_t visual, bool force) {
static inline bool
paint_bind_tex(session_t *ps, paint_t *ppaint, unsigned wid, unsigned hei, bool repeat,
int depth, xcb_visualid_t visual, bool force) {
#ifdef CONFIG_OPENGL
// XXX This is a mess. But this will go away after the backend refactor.
static thread_local struct glx_fbconfig_info *argb_fbconfig = NULL;
@ -82,7 +83,8 @@ static inline bool paint_bind_tex(session_t *ps, paint_t *ppaint, unsigned wid,
}
if (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))
return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, fbcfg);
return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei,
repeat, fbcfg);
#endif
return true;
}
@ -257,7 +259,7 @@ void paint_one(session_t *ps, win *w, const region_t *reg_paint) {
// Let glx_bind_pixmap() determine pixmap size, because if the user
// is resizing windows, the width and height we get may not be up-to-date,
// causing the jittering issue M4he reported in #7.
if (!paint_bind_tex(ps, &w->paint, 0, 0, 0, w->a.visual,
if (!paint_bind_tex(ps, &w->paint, 0, 0, false, 0, w->a.visual,
(!ps->o.glx_no_rebind_pixmap && w->pixmap_damaged))) {
log_error("Failed to bind texture for window %#010x.", w->id);
}
@ -474,7 +476,7 @@ static bool get_root_tile(session_t *ps) {
ps->root_tile_paint.pixmap = pixmap;
#ifdef CONFIG_OPENGL
if (BKEND_GLX == ps->o.backend)
return paint_bind_tex(ps, &ps->root_tile_paint, 0, 0, 0, ps->vis, false);
return paint_bind_tex(ps, &ps->root_tile_paint, 0, 0, true, 0, ps->vis, false);
#endif
return true;
@ -571,7 +573,7 @@ shadow_picture_err:
*/
static inline void win_paint_shadow(session_t *ps, win *w, region_t *reg_paint) {
// Bind shadow pixmap to GLX texture if needed
paint_bind_tex(ps, &w->shadow_paint, 0, 0, 32, 0, false);
paint_bind_tex(ps, &w->shadow_paint, 0, 0, false, 32, 0, false);
if (!paint_isvalid(ps, &w->shadow_paint)) {
log_error("Window %#010x is missing shadow data.", w->id);
@ -985,8 +987,7 @@ void paint_all(session_t *ps, win *const t, bool ignore_damage) {
// First we create a new picture, and copy content from the buffer
// to it
auto pictfmt =
x_get_pictform_for_visual(ps->c, ps->vis);
auto pictfmt = x_get_pictform_for_visual(ps->c, ps->vis);
xcb_render_picture_t new_pict = x_create_picture_with_pictfmt(
ps, ps->root_width, ps->root_height, pictfmt, 0, NULL);
xcb_render_composite(ps->c, XCB_RENDER_PICT_OP_SRC,
@ -1021,7 +1022,7 @@ void paint_all(session_t *ps, win *const t, bool ignore_damage) {
glFlush();
glXWaitX();
assert(ps->tgt_buffer.pixmap);
paint_bind_tex(ps, &ps->tgt_buffer, ps->root_width, ps->root_height,
paint_bind_tex(ps, &ps->tgt_buffer, ps->root_width, ps->root_height, false,
ps->depth, ps->vis, !ps->o.glx_no_rebind_pixmap);
if (ps->o.vsync_use_glfinish)
glFinish();